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How would I use Part.Touched so that it stops getting activated from accessories?

Asked by 3 years ago

Okay so What is the best way to use this function??? Is there a better function to use??? Anyways, I have part and when the player hits it, it will activate some particle effects and stuff. The main problem I have is how when it hits a limb, you say hit.Parent to get the character... But it's not consistent cause it activates from a hat then you say hit.Parent and it just brakes everything. Is there a better way of doing this so that it's consistent and it will always get the character or humanoid or something.

Here is the first part of my code:

local part = script.Parent
local debounce = false

part.Touched:Connect(function(hit)
    if debounce == true then return end
    debounce = true
    local humanoid = hit.Parent.Humanoid
    if humanoid.Health == 0 then return end
    --Other Code stuff--
end)

2 answers

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1
Answered by 3 years ago
Edited 3 years ago

this should be it

local part = script.Parent
    local debounce = false

    part.Touched:Connect(function(hit)
        if debounce == true then return end
        debounce = true
       if hit.Parent:FindFirstChild("Humanoid") then
   --whatever you want to put
        elseif hit.Parent:FindFirstChild("Humanoid").Health == 0 then return end
    end)
0
please accept if this helped! peytonallen920 66 — 3y
1
Thanks! This helped a bit. ASimpleGalaxy 36 — 3y
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Answered by 3 years ago

I thought i'd post this for other people cause it's better to do it this way.

local part = script.Parent
local debounce = false

part.Touched:Connect(function(hit)
    if not hit.Parent:FindFirstChild("Humanoid") then return end
    if hit.Parent.Humanoid.Health == 0 then return end
    if debounce == true then return end
    debounce = true
    --other code stuff--
end)

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